Updated
Sep 24, 2024
Illuvium: Zero Patch Notes 1.1.0

Illuvium Zero Patch 1.1.0
Rangers,
Illuvium Zero Patch 1.1.0 is almost live! This patch includes a much anticipated new feature, bug fixes, scanning, and economy changes.
New Features
Transferring fuel from Illuvium: Zero to the Fuel Exchange for use in the Overworld
A notification popup was added when entering a Free to Play plot to remind users about its functionality.
Scanning Changes
While we are currently happy with the rate of Blueprints being found, we’ve felt Biodata was dropping out of the sky, especially considering that having Biodata of the same Illuvial Type is not possible. This doesn’t have to feel as special as a Blueprint discovery but we feel this currently does not feel special at all unless you get a rare illuvial.
To remedy this, we’ve made the following changes:
The entire system underlying which biodata is found has been simplified and is now based only on weighting for Tier, Stage, and Dominant Affinity.
Tier is left largely unchanged
Stage has been changed such that higher stages are more rare
Dominant Affinity now adheres to the table below based on the Region of the land plot, this now acts as the weights for Overworld as well upon release of all regions.

The overall rate of a successful scan has been changed. Previously, it ranged from 25% to 75% based on efficiency (from 50% to 100% efficiency, respectively). This has been reduced to 11% to 41% based on efficiency (from 50% to 100% efficiency, respectively)
We’ve heard the feedback on the cost of Data Banks. We will keep monitoring this and listening to feedback, but we haven’t changed it yet for two reasons:
The disproportional cost was partially a function of the abundance of biodata
More technical complexity is involved in changing it than the other changes above
Economy changes
The below changes are implemented to make it slightly better for lower tier plots to progress while still adhering to the relative fuel output promises made during the land sale. After solving some technical hurdles, another pass will be made on this.
In short:
Passive generation buffed for all except Stage 1 converters, between 33% and 66%
Fuel costs for certain groups of buildings reduced: resource extractors, fuel converters, resource storage
Base starting efficiency for fuel converters has gone up from 80% to 90% to make it easier for plots that can’t leverage as much efficiency bonuses from fuel sites without spamming power stations
Base starting efficiency for resource converters has gone up from 80% to 100%
Fuel conversion times are 1/3 of the value they were before
A few value bugfixes
Passive generation
For each converter
Stage 1: 2 fuel in 2 cycles in 288 hours → 1 fuel in 2 cycles in 144 hours
Stage 2: 3 fuel in 2 cycles in 288 hours → 2 fuel in 2 cycles in 144 hours
Stage 3: 4 fuel in 4 cycles in 288 hours → 3 fuel in 2 cycles in 144 hours
Stage 4: 6 fuel in 4 cycles in 288 hours → 5 fuel in 3 cycles in 144 hours
Stage 5: 8 fuel in 6 cycles in 288 hours → 7 fuel in 3 cycles in 144 hours
Stage 6: 12 fuel in 6 cycles in 288 hours → 9 fuel in 3 cycles in 144 hours
Building Fuel Costs
Hydrogen Pump/Sediment Excavator/Mine
Stage 6: 10, 5 fuel to 8, 4 fuel
Stage 7: 40, 20 fuel to 24, 12 fuel
Stage 8: 100, 40 fuel to 80, 40 fuel
Stage 9: 400, 100 fuel to 200, 100 fuel
Fuel Converters
Stage 2: 3 fuel to 2 fuel
Stage 3: 6 fuel to 4 fuel
Stage 4: 16 fuel to 12 fuel
Stage 5: 50 fuel to 40 fuel
Stage 6: 100 fuel to 80 fuel
Resource Storage
Stage 6: 4, 4 fuel to 2, 2 fuel
Stage 7: 20, 20 fuel to 8, 8 fuel
Stage 8: 80, 80 fuel to 40, 40 fuel
Stage 9: 200, 200 fuel to 160, 160 fuel
Bug Fixes
UI passive generation numbers fixes
Plot load issues due to a large number of paths fixed
Muted audio settings by default fixed
Activities timers desync when the game is not focused fixed
Placing a large amount of paths at once results in network error fixed
Plot transfer blocker fixes
Resource storage fixes
Cheers, The Illuvium Team
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